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  • Robinson Sampaio

    February 1, 2011 at 5:50 pm in reply to: Track the rotation of a child layer.

    Lol, at least I tried my best… =P
    Thanks for that Dan!

    It is just for the Position right? Is there an easiest way for the Orientation too? Maybe Rotation? Cya!

  • Robinson Sampaio

    February 1, 2011 at 1:08 pm in reply to: Track the rotation of a child layer.

    Well, I found the solution in another post. This Dan’s expression can track the orientation of a child layer, just paste it in the Orientation attribute:

    L = thisComp.layer("Child Layer");
    s = L.scale/100;
    u = L.toWorldVec([s[0],0,0]);
    v = L.toWorldVec([0,s[1],0]);
    w = L.toWorldVec([0,0,s[2]]);
    sinb = clamp(w[0],-1,1);
    b = Math.asin(sinb/thisComp.pixelAspect);
    cosb = Math.cos(b);
    if (Math.abs(cosb) > .0005){
    c = -Math.atan2(v[0],u[0]);
    a = -Math.atan2(w[1],w[2]);
    }else{
    a = Math.atan2(u[1],v[1]);
    c = 0;
    }
    [radiansToDegrees(a),radiansToDegrees(b),radiansToDegrees(c)]

    In fact, I wanted to track a parented camera from a comp to another, creating a clone camera from the main comp camera, so I can animate just the main camera. But the expression “c=thisComp.layer(“Child”); c.toWorld(c.anchorPoint)” needs the Anchor Point attribute, so it doesn’t work with cameras. I used a Null layer and parented that to the original camera, setting all the Null’s transformations to 0. So I used this two expressions in the clone cameras to track the Null’s Position and Orientation in 3D space, now all the cameras in pre comps is following the original camera in original comp. We need to set the auto-orientation of the clone cameras to off, so it will be oriented just by the expression.

    It’s a kind of parent constraint that we have in Maya, so we can use many pre comps using the same camera.

    Maybe there’s an easy way, but at least it worked for me.

    Hope it helps someone else. Cya.

  • Robinson Sampaio

    June 22, 2010 at 7:19 pm in reply to: Motion Tile Image Buffer….

    Well, I know that its an old thread, but I have the same problem and solved this issue using CC RepeTile instead of Motion Tile. So you have exactly the same results without this limitations.
    Hope it helps!

  • Hi Dan, thks for ur reply.
    I think the same, the curious thing is that it works if I use in that way:

    posterizeTime(4);
    transform.rotation.wiggle(1,50)

    Don’t know why it’s happening, but I tried on three different machines, with the same results, in any case, it seems to be a workaround if someone have the same issue.

    Thks so much!

  • Yes, I understand your idea. But it’s not the case. Forget the solid, imagine that its a footage, so, if I would apply the Posterize Time like an effect in my precomp, it will show the footage that is inside this precomp with frames posterized in my original comp.
    And there’s another good reason that I need to use it like an expression (not effect), and that’s because with the expression, I can create some great effects using motion blur to blur the wiggled rotation or movement between the posterized frames, creating some “blended” frames. I think it’s a bit difficult to explain what I really need.

    The good news is that posterizeTime() worked in CS4 on this way. =)

    Thks again!

  • Well, imagine that inside this solid (can be a comp or movies) I have some footages running.
    So, I need to posterize just the wiggle rotation of the layer (2 times per second for example), whithout change the frame rate of the footage, for that reason, I can’t just create a precomp and change the FPS, because it will change the frame rate of the footage too.
    But finally I got it, using this way:

    posterizeTime(2);
    transform.rotation.wiggle(1,50)

    If we use transform.[x] instead just wiggle command, it respect the posterizeTime(). Mayb there’s another way to do it, or it’s just a bug, but now it’s working.

    Thx a lot for your help!

  • Hi, thks for the help.
    What do you mean with precomp? In the aep file for example, precomp the Solid? What’s the difference?
    It works in my example file? Can you send me it back?

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